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Goodbye Haste! Hello New Mandatory Spell!
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<blockquote data-quote="Madfox" data-source="post: 1057155" data-attributes="member: 1714"><p>In my opinion one should always compare the most favourable situations when discussing balance - as long as that most favourable assumption is a reasonable one to make. So you should never determine the power of scorching ray by looking at a 3rd level sorcerer. Touch ACs are generally speaking a joke at high levels, especially since if you design a sorcerer/wizard around rays the character will have point blank shot, precise shot and energy substitution.</p><p></p><p>One thing, why do we discuss quickened scorching rays? Just use a maximized scorching ray. How many 5th level spells can deal 72 damage - period? Now add to this a quickened scorching ray and we have a sure kill for most opponents. Granted, it requires 3 touch attacks and the opponent should not have energy resistence or protection from elements, but it is not nearly as risky as casting a distintegrate on a fighter.</p><p></p><p>One thing, how often do sorcerers move away more then 40 ft. from the main group? Perhaps it is a hindrance at level 3, but certainly not at level 12 (the spell has a 60 ft. range). I practice though I rarely have seen wizards/sorcerers get that far away from the fighters. The one time it did happen the group was severely punished because of it since the fighters were in no position to help the poor wizard who was attacked by quick opponents and who only managed to get away by one very luck roll. In another campaign, the sorcerer/fighter (Atk roll for ranged attacks is +7 at 7th level) happens to be in the thick of the fighting if only to aid another with his glaive. Sorceres in 3.5 can do the same with their long spear. How often do opponents attack the irritating but not too dangerous opponents when facing a heavily armed high damage output opponent as well?</p></blockquote><p></p>
[QUOTE="Madfox, post: 1057155, member: 1714"] In my opinion one should always compare the most favourable situations when discussing balance - as long as that most favourable assumption is a reasonable one to make. So you should never determine the power of scorching ray by looking at a 3rd level sorcerer. Touch ACs are generally speaking a joke at high levels, especially since if you design a sorcerer/wizard around rays the character will have point blank shot, precise shot and energy substitution. One thing, why do we discuss quickened scorching rays? Just use a maximized scorching ray. How many 5th level spells can deal 72 damage - period? Now add to this a quickened scorching ray and we have a sure kill for most opponents. Granted, it requires 3 touch attacks and the opponent should not have energy resistence or protection from elements, but it is not nearly as risky as casting a distintegrate on a fighter. One thing, how often do sorcerers move away more then 40 ft. from the main group? Perhaps it is a hindrance at level 3, but certainly not at level 12 (the spell has a 60 ft. range). I practice though I rarely have seen wizards/sorcerers get that far away from the fighters. The one time it did happen the group was severely punished because of it since the fighters were in no position to help the poor wizard who was attacked by quick opponents and who only managed to get away by one very luck roll. In another campaign, the sorcerer/fighter (Atk roll for ranged attacks is +7 at 7th level) happens to be in the thick of the fighting if only to aid another with his glaive. Sorceres in 3.5 can do the same with their long spear. How often do opponents attack the irritating but not too dangerous opponents when facing a heavily armed high damage output opponent as well? [/QUOTE]
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Goodbye Haste! Hello New Mandatory Spell!
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